Swiss Confederacy — Eight Places of Armed Oaths and Alpine Passes

Confederate infantry, merchants and pack animals travelling an Alpine road toward a fortified lakeside town in the Swiss Confederacy
Armed communities guard roads that carry merchants, envoys, mercenaries and pack trains between the northern lands and the Alpine passes.

Swiss Confederacy at a Glance

Campaign Present 1454 CE
Political Form Confederation of allied places rather than a centralized kingdom
The Eight Places Zürich, Bern, Lucerne, Uri, Schwyz, Unterwalden, Glarus and Zug
Common Institution The Tagsatzung, where delegates negotiate shared affairs
Central Ruler None
Imperial Setting The Empire
Associated Powers Appenzell, the Abbey of St Gallen, the City of St Gallen and Schaffhausen
Landscape Alpine valleys, lakes, forests, high passes, river corridors and walled towns
Languages Alemannic German vernaculars dominate; Latin appears in legal and learned use, with French, Romansh and Italian or Lombard speech on trade and frontier routes. There is no Common.
Military Character Communal levies, town contingents, halberdiers, pikemen, crossbowmen and experienced infantry
Primary Dangers Political feuds, disputed jurisdiction, avalanches, Alpine monsters, winter spirits and predatory fey
Best Used For Caravan adventures, alliance politics, mountain expeditions, investigations and monster hunts

What Is Happening Right Now?

The Swiss Confederacy is a web of armed cities and mountain communities, not a single state. Its people have sworn overlapping alliances, fought beside one another, fought against one another and learned that an oath between neighbours can matter more than the command of a distant prince.

A traveller can cross from a wealthy city republic into a rural assembly, enter jointly governed territory, pay several different tolls before noon and discover that a safe-conduct honoured in Lucerne means much less to an angry official in another valley.

This makes the Confederacy excellent adventuring country. The Alpine roads carry silver, salt, cloth, weapons, livestock, messages and secrets between northern Europe and Italy. Councils hire outsiders who are not trapped inside local feuds. Merchants need guards who can keep a caravan moving above the snow line. Delegates disappear. Bridges fail. Seals are forged. And beyond the maintained roads lie mountains where the old stories are very real.

Zürich Has Returned — but Nobody Has Forgotten

The Old Zürich War is over. Zürich has been forced away from its Habsburg alliance and back into the confederate system, but peace has not erased years of sieges, confiscations, executions, lost property and divided loyalties.

The Alliance System Is Expanding East

The Abbey of St Gallen is already tied to confederate places. The City of St Gallen is entering the confederate orbit in its own right, while Schaffhausen is also seeking security through alliance with the Confederacy.

Appenzell Is an Ally — Not an Equal

Appenzell has fought beside the confederates and renewed its alliance with seven places. Its people are called eternal confederates, but they still lack a permanent seat at the Tagsatzung and do not enjoy the rights of one of the Eight Places.

The Mountains Never Signed the Peace

Snow, rockfall, monsters, missing travellers and things descending from the high country are indifferent to treaties. Local authorities can raise men against raiders; they are less certain what to do when livestock starts disappearing upward.

“One oath gets you through the gate. Another decides whether you leave.”

Eight Places Alpine passes Post-war Zürich Appenzell dispute St Gallen alliances Local law Caravan routes Mountain monsters

Why Adventurers Come Here

  • Escort a trans-Alpine caravan. A few miles of dangerous road can separate enormous profit from financial ruin.
  • Carry messages between places. Neutral outsiders are useful when neighbouring councils do not fully trust one another.
  • Investigate the aftermath of war. Missing soldiers, disputed estates, hidden weapons and wartime secrets remain behind the peace.
  • Guard an alliance delegation. The eastern alliance network creates enemies as well as friends.
  • Hunt something in the high country. A communal levy may be excellent at fighting men and completely unprepared for a tatzlwyrm.
  • Recover cargo from a closed pass. A merchant may care more about one chest of correspondence than ten wagons of cloth.
  • Work for one place without serving another. There is no central authority capable of making every local problem disappear.
  • Find a legend. In SpiralWorlds, stories such as William Tell can have living people behind them.

Swiss Confederacy Game Statistics

Edition Regional Treatment Primary Use
D&D 5.5e Region of separate jurisdictions rather than one settlement or government Travel, investigation, local Standing, negotiation and wilderness danger
Pathfinder 1e Regional framework; use individual towns and cantons for settlement statistics Survival, Knowledge, Diplomacy, Sense Motive and local authority
D&D 3.5e Regional framework linking multiple communities and wilderness routes Travel, Gather Information, local law, political access and mountain hazards
Choose rules edition

Swiss Confederacy — D&D 5.5e Regional Profile

The Confederacy should not receive one settlement statistic, law code or market rating. Treat each canton, city and associated place separately.

DC Check Example
12 Wisdom (Survival) Follow a maintained local mountain route in fair conditions.
13 Intelligence (History) Recognise which place, alliance or lordship has the strongest claim to jurisdiction.
14 Charisma (Persuasion) Resolve a routine toll or gate dispute when the party’s papers are substantially in order.
15 Intelligence (Investigation) Identify an altered safe-conduct, contradictory seal or suspicious travel order.
16 Wisdom (Survival) Keep a group on the correct route during sudden Alpine weather.
17 Wisdom (Insight) Realise that a supposedly administrative dispute is actually a test of political loyalty.
18 Intelligence (Arcana) Distinguish an unnatural mountain phenomenon from dangerous natural weather or terrain.

Do not call for a mountain check every time characters use a road. Roll when failure creates an actual consequence: a closing pass, damaged bridge, pursuit, worsening storm, monster territory or supernatural disturbance.

Swiss Confederacy — Pathfinder 1e Regional Profile

The Confederacy is a regional framework rather than a single settlement. Use individual settlement or canton pages when Base Value, Purchase Limit or other local statistics are required.

DC Skill Example
12 Knowledge (local) Identify the appropriate local authority.
13 Knowledge (geography) Recognise a practical route between neighbouring valleys or lake systems.
14 Diplomacy Negotiate a routine toll or travel dispute.
15 Perception Notice altered seals, concealed weapons or suspicious tracks.
16 Survival Navigate dangerous Alpine terrain in bad weather.
17 Sense Motive Recognise when a legal dispute conceals a factional grievance.

Swiss Confederacy — D&D 3.5e Regional Profile

The Confederacy links several independent communities, associated territories and wilderness routes. Apply community statistics locally.

DC Skill Example
12 Knowledge (local) Identify the relevant civic, rural or confederate authority.
13 Knowledge (geography) Recall a reliable route, ferry or mountain approach.
14 Gather Information Learn which council, household or guild controls the immediate dispute.
15 Diplomacy Negotiate passage or obtain a useful introduction.
16 Survival Cross hazardous high-country terrain.
17 Sense Motive Recognise that a legal disagreement is really a political test.

Track Standing by Place, Not by “Switzerland”

  • 0 — Stranger: judged from papers, appearance, companions and immediate behaviour.
  • 1 — Known: local employers or officials recognise useful previous work.
  • 2 — Trusted: the party receives introductions, better information and politically sensitive employment.
  • 3 — Partisan: the place treats the party as reliable friends; rivals may regard them as agents.

A party can be Standing 3 in Uri, Standing 1 in Lucerne and actively distrusted in Zürich at the same time.

The Eight Places

The Confederacy is built around eight principal places. They are not provinces of a central government. Each has its own institutions, rights, interests and political culture.

Zürich

A rich imperial city controlling important routes between its lake, the Rhine approaches and eastern Switzerland.

Come here for: merchant contracts, confiscated property, espionage, council intrigue, divided families and wartime secrets.

Bern

A powerful western city-state with extensive territories, military weight and ambitions extending far beyond its own walls.

Come here for: high politics, well-funded expeditions, western diplomacy and powerful patrons.

Lucerne

Lake traffic, Alpine commerce and confederate politics meet here.

Come here for: lake journeys, guides, political meetings, southbound trade and rumours from the mountain valleys.

Uri

A mountain valley whose importance is far greater than its population because it controls the northern approach to the St Gotthard route.

Come here for: pack trains, damaged bridges, mountain guides, snowbound routes and monster hunts.

Schwyz

An assertive central Alpine place whose interpretation of confederate obligations has emerged strengthened from the conflict with Zürich.

Come here for: assemblies, arbitration, military contacts, disputed oaths and employers who value loyalty above elegance.

Unterwalden

Unterwalden is one of the Eight Places, formed from the neighbouring lands of Obwalden and Nidwalden.

Explore Obwalden and Nidwalden for local detail.

Glarus

A narrow Alpine land shaped by steep mountains, communal politics, livestock and eastern routes.

Come here for: assemblies, grazing disputes, hidden valleys, escorts and winter creatures.

Zug

Smaller than the great city places but strategically positioned between major roads, lakes and political interests.

Come here for: couriers, discreet meetings, lake travel, arbitration and quiet missions.

Allied and Associated Lands

Appenzell

Appenzell has fought beside the confederates and renewed its alliance with seven places, but it is not yet one of the Eight.

Abbey of St Gallen

The territorial abbey has its own relationship with confederate places and must not be confused with the neighbouring city.

City of St Gallen

The imperial city is entering the confederate alliance network in its own right.

Schaffhausen

The Rhine city is also entering the confederate alliance network, widening the Confederacy’s northern connections.

Roads, Towns, Lakes and High Passes

The St Gotthard Route

The route through Uri is one of the chief reasons the central Alpine valleys matter to powers far beyond the mountains.

Adventure use: blocked passes, missing couriers, sabotaged bridges, competing escorts and mountain predators.

Lake Lucerne

The lake carries livestock, merchants, officials and travellers through the heart of the central Confederacy.

Zürich and the Aargau Roads

Commercially valuable and politically complicated roads run through lands where jurisdiction can be shared or disputed.

Bernese Territory

Bern commands a broad western sphere opening the campaign toward Savoy and the Burgundian world.

Basel

Basel is not one of the Eight Places, but its Rhine position makes it an important gateway for merchants, scholars, agents and travellers.

Lake Geneva

The western lake belongs to a different political sphere connected to Savoy, Geneva and long-distance trade rather than a single confederate jurisdiction.

For the wider mountain environment, see the Alps.

People You Can Meet

William Tell

The living marksman of Uri and Altdorf is already becoming larger in story than he is in life.

He is the obvious contact for adventures involving mountain resistance, Habsburg agents, hunters, isolated valleys and people who believe local liberty must be defended personally.

Paracelsus

Paracelsus is a Swiss physician, alchemist and natural philosopher associated with Einsiedeln in Schwyz. SpiralWorlds shifts his chronology forward so that he is already active in the campaign present.

He rejects stale authority, learns from miners, healers and practical experience, and treats the Alps as a living laboratory of medicine, minerals, poisons and magic.

Use him for: strange illnesses, alchemical commissions, mine expeditions, magical medicine, arguments with established scholars and identifying substances nobody else understands.

Elsbeth Rüegg — Courier of Three Councils

A multilingual mounted courier trusted in Lucerne, Zug and parts of Zürich precisely because everyone assumes somebody else employs her.

Konrad Imfeld — Master of the Southbound Mules

A Uri caravan master whose family knows the dangerous approaches of the St Gotthard road.

Agnes von Rüti — Zürich Ledger-Keeper

A civic clerk sorting property claims left unresolved by the recent war.

Ulrich Bodenmann — Appenzell Captain

A veteran increasingly tired of risking Appenzell lives for an alliance that does not grant Appenzell equal political standing.

Greta Silberhorn — Alpine Natural Philosopher

An investigator of weather, minerals, unusual creatures and magical phenomena.

Beyond the Confederacy: Geneva

Geneva is not one of the Eight Places in the campaign present. Do not treat every famous Swiss-associated character as a confederate citizen.

Victor Frankenstein and Ami Perrin belong primarily to the Geneva and Lake Geneva campaign sphere. They are excellent western contacts, rivals or patrons, but their presence should reinforce Geneva’s distinct political position rather than erase it.

Factions and Competing Interests

The City Councils

Want: urban privileges, revenues, territory and profitable trade.

The Rural Assemblies

Want: local rights preserved against territorial princes and ambitious cities alike.

The Tagsatzung Delegates

Want: a functioning alliance without creating a central government powerful enough to alarm its own members.

Merchant and Transport Networks

Want: roads, ferries and passes kept open.

Appenzell’s Equalists

Want: military friendship transformed into political equality.

Habsburg Interests

Want: recoverable rights, influence and strategic advantage where confederate expansion has weakened Austrian authority.

The Eastern Alliance Network

Want: security around Appenzell, St Gallen and Schaffhausen without allowing any one ally to dominate.

Pass Wardens and Local Guides

Want: roads kept usable and travellers prevented from getting themselves killed through arrogance.

Trade, Markets and Services

Need Where to Look What Complicates It
Mules and pack animals Uri, Lucerne and Alpine route towns Winter demand and owners refusing unsafe passes
Armed escorts Major towns and veteran communities Good fighters may have strong political loyalties
Mountain guides Uri, Glarus, Unterwalden and local valleys The best guide may simply refuse a dangerous route
Boats and lake passage Lucerne, Zürich and lakeside communities Weather, cargo priority and jurisdiction
Weapons and armour repair Zürich, Bern, Lucerne and major markets Officials notice military-scale purchasing
Alchemy and unusual medicine Einsiedeln, urban scholars and travelling specialists Knowledge may be controversial, experimental or politically inconvenient

For general campaign prices and employment, see Hirelings, Servants & Services.

Magic and Monsters of the Confederacy

Magic is known without being centrally regulated. A Zürich scholar may study enchantment as learned natural philosophy while a herder in Uri knows which spring should never be approached after the first hard frost.

The most effective Swiss bestiary is not a random collection of fantasy creatures. It grows out of the Alps themselves: mountain dragons, winter beings, nightmare spirits, fey hunts, mine-dwellers and ordinary animals that make the supernatural feel exceptional when it appears.

Signature Alpine Creatures

Tatzlwyrm

The signature monster of the Swiss Alps. The creature belongs directly to Swiss, Austrian and Bavarian Alpine tradition.

One tatzlwyrm near a pass can shut down commerce, kill livestock and force several communities to cooperate.

Barbegazi

Snow-dwellers of glaciers, deep drifts and high frozen valleys.

Their appearance near ordinary roads may signal unusual weather, displacement or something worse moving down from higher ground.

Alp

A nightmare-feeding spirit well suited to German-speaking Alpine settlements.

Alps work best inside inns, isolated farmsteads and winter houses where people begin waking exhausted, terrified and unable to explain what sat on their chests during the night.

Frost Drake

A lesser dragon ideally suited to frozen roads and Alpine passes.

It need not threaten a kingdom. Making one indispensable road unusable is enough to create a regional crisis.

Winter and Eastern Alpine Powers

Perchten

Horned and masked beings from Alpine tradition, especially useful around Appenzell, Glarus and the St Gallen approaches.

They should feel seasonal, ritual and unsettling rather than like ordinary wandering humanoids.

Frau Perchta

A powerful winter judge rather than a random encounter.

Use her when an entire valley has broken old seasonal obligations or when a winter custom suddenly proves to have supernatural enforcement behind it.

Rare Major Encounters

The Wild Hunt

The Hunt recognises no canton, toll or safe-conduct. Its appearance should be an event remembered for years.

Linnorm / Lindworm

A deeper and rarer mountain dragon than the tatzlwyrm.

Use one for ancient caves, forgotten hoards, old mountain boundaries and regions where people have learned not to climb beyond a particular ridge.

Peoples Beneath the Mountains

Dwarves

Dwarves are part of the living population rather than wandering monsters. Swiss dwarves are found in mines, metalworking guilds, engineering networks, fortified enclaves, workshops and itinerant families.

Their knowledge of stone, ore, tunnels and mountain construction makes them particularly important around passes and mining districts.

Kobolds

Kobolds belong where the local story justifies them: abandoned mines, old galleries, deep workings and underground places humans have stopped maintaining.

Do not treat every Swiss mine as a kobold lair.

Basel’s Basilisk

The Basilisk is best connected specifically to Basel rather than scattered across the Confederacy as a generic monster. It gives the city its own supernatural identity and provides a natural deep-link between the settlement and the Bestiary.

Ordinary Alpine Wildlife

Wolves, brown bears, lynx, eagles, goats, deer and boar remain the normal wildlife of forest, mountain and pasture. Most tracks in snow should belong to animals. Most distant movement should have a mundane explanation.

Make the Strange Earn Its Place

The Alps become more frightening when not everything is supernatural. Let characters spend days dealing with cold, animals, weather and difficult roads before finding one footprint that no ordinary creature could have made.

Dangers on the Roads

d8 Encounter
1 Two armed groups block a bridge. Both claim legitimate authority and accuse the other of acting illegally.
2 A Zürich veteran recognises a traveller from Schwyz whom he blames for his brother’s death during the recent war.
3 A loaded mule train stands abandoned beneath a cliff. Every human footprint ends at the same patch of untouched snow.
4 An Appenzell delegation carries an alliance document east. Someone has paid thieves to steal it without killing the delegates.
5 A toll collector accepts the party’s receipt as genuine and calmly explains that the official who issued it had no right to do so.
6 A guide refuses to continue after finding a frozen goat standing upright against the wind.
7 Recruiters are hiring armed men for foreign service. One recruit claims he was tricked into signing.
8 A hunting horn sounds above the tree line after sunset. Every local immediately leaves the road.

Rumours

  1. “Appenzell will be made the ninth place before winter.” Optimistic, but politically useful.
  2. “Zürich surrendered every secret agreement it ever made with Austria.” False. Enough records disappeared to keep investigators busy for years.
  3. “The Confederacy’s cross guarantees passage everywhere.” False. A military recognition mark is not a universal licence.
  4. “William Tell is hunting above Bürglen.” Entirely possible.
  5. “Paracelsus can cure any poison.” He would probably object both to the claim and to whoever is repeating it.
  6. “The Gotthard is closed because of snow.” The snow is real. It is not why experienced guides refuse the road.
  7. “Something horned is walking through the eastern villages at night.” The locals disagree about whether that is a warning or a punishment.
  8. “There is a ninth banner in an abandoned arsenal beneath the mountains.” No canton recognises it. Several factions still want it found.

Adventure Hooks

1. The Ninth Voice

An Appenzell envoy possesses a legal argument that may force the Eight Places to confront whether Appenzell deserves a permanent voice at the Tagsatzung. The manuscript disappears.

2. The Zürich Ledger

A wartime account book identifies citizens who secretly supplied both sides during the Old Zürich War.

3. White Crosses in the Snow

A merchant caravan has been massacred by men using confederate recognition marks. Every neighbouring place denies responsibility.

4. The Last Mule Over Gotthard

A sealed diplomatic chest must cross the mountains before a rival messenger, but a tatzlwyrm has begun hunting near the road.

5. The St Gallen Clause

A supplementary page belonging to the city’s new alliance has vanished.

6. Tell’s Second Bolt

A crossbow bolt attributed to William Tell appears for sale in Zürich. Three buyers believe it is a relic. A fourth knows it is a key.

7. The Physician’s Snow

Paracelsus needs samples from a high valley where miners have begun suffering identical waking nightmares. He suspects poisonous vapour. The villagers blame an Alp. Both explanations may be correct.

8. The Winter Masks

A procession of Perchten enters a village on a night when no procession was planned. By morning, one house has been marked for judgement.

Law, Tolls and Local Authority

The most important legal fact for adventurers is simple: there is no single Swiss law. Civic statutes, valley customs, territorial rights, alliance obligations and jointly governed lands overlap.

At Gates

Expect questions about origin, employer, destination, cargo and weapons.

Weapons

Weapons are common where communal defence matters. That does not give armed travellers permission to ignore town peace or civic ordinances.

Tolls

Bridges, markets, roads, ferries and territorial boundaries may all create charges.

Safe-Conducts

A safe-conduct is only as useful as the authority recognised by the person reading it.

Magic

There is no confederate magical code. Harm, fraud, coercion, theft and sabotage remain offences regardless of whether the means are mundane or magical.

Map of the Swiss Confederacy

Illustrated map of the Swiss Confederacy showing the Eight Places, associated lands, surrounding powers and major Alpine routes
The Swiss Confederacy and its surrounding political landscape, with the Eight Places, associated allies and major Alpine routes.

From Zürich to Lucerne

The route crosses politically sensitive country where the memory of Zürich’s recent war remains fresh.

From Lucerne into Uri

Lake travel carries merchants and travellers toward the St Gotthard approach.

East Toward Glarus and St Gallen

This is the politically active edge of the alliance system and the strongest zone for Perchten, Frau Perchta and other eastern Alpine supernatural traditions.

West Through Bern

Bern opens the campaign toward Savoy, Burgundian politics and the western plateau.

North Toward Basel and Schaffhausen

The Rhine connects the Confederacy to the wider Empire.

How the Confederacy Works

The Confederacy has grown through a network of individual alliances rather than through one founding constitution. Uri, Schwyz and Unterwalden form part of the central Alpine core. Lucerne, Zürich, Glarus, Zug and Bern complete the traditional Eight Places.

The Tagsatzung

Delegates meet to discuss disputes, war, diplomacy and common territories, but they remain representatives of their own governments rather than ministers of a central state.

Unterwalden Is One Place

Obwalden and Nidwalden have distinct local communities but together form the confederate place of Unterwalden.

The Old Zürich War Changes the Confederacy

Zürich’s separate alliance with Habsburg Austria turns disagreement over confederate obligations into war. Zürich loses the political contest, and the settlement of 1450 returns it firmly to the confederate system.

No Common Medieval National Arms

The places march principally under their individual banners. White crosses worn or displayed by confederate forces act as recognition marks.

The large shield near the top of this SpiralWorlds page is therefore a campaign emblem created for the website, not a claim that a single historical Swiss national coat of arms existed at this date.

Historical & Mythic Context

Historical Foundation SpiralWorlds Treatment
The Confederacy consists of eight principal places linked through overlapping alliances. The political structure remains intact and provides the basis for local reputation, conflicting law and factional adventures.
The Old Zürich War ends in 1450. Its political settlement remains historical while personal and supernatural consequences continue to affect play.
Appenzell is closely allied but lacks equal membership. The unequal alliance remains an active political pressure.
The Abbey and City of St Gallen possess separate political relationships. The distinction is preserved.
There is no single common confederate national coat of arms. Individual places retain their heraldry. The page shield is a SpiralWorlds identity device.
Alpine folklore contains dragons, nightmare beings, winter figures, spirits and hunts. Tatzlwyrms, Alps, Perchten, Frau Perchta and other beings are physically real.
Historical figures such as Paracelsus belong to later chronology. Selected public-domain and historical NPC chronology is shifted where useful so key figures can be active in the campaign present.
Late-medieval learning circulates through urban and private networks. Magic is studied as learned natural philosophy through schools, civic scholars, masters and private circles.

Related SpiralWorlds Entries

The Eight Places

  • Zürich — Powerful city place still living with the consequences of war.
  • Bern — Major western confederate city-state and territorial power.
  • Lucerne — Lake city and Alpine gateway.
  • Uri — Mountain place controlling the northern Gotthard approach.
  • Schwyz — Central Alpine political power.
  • Unterwalden — One of the Eight Places, comprising Obwalden and Nidwalden.
  • Glarus — Steep Alpine canton and eastern gateway.
  • Zug — Small but strategically important confederate place.

Associated Lands & Nearby Regions

  • Appenzell — Associated ally seeking greater equality.
  • Basel — Rhine gateway and home of its own basilisk tradition.
  • Lake Geneva — Western lake of trade, Geneva and Savoyard politics.
  • The Alps — Greater mountain wilderness surrounding the Confederacy.
  • The Empire — Wider Imperial political framework.
  • Europe — Continue into the wider continent.

People

  • William Tell — Marksman and living legend of Uri.
  • Paracelsus — Swiss alchemist, physician and natural philosopher.
  • Victor Frankenstein — Genevan natural philosopher from the western campaign sphere.
  • Ami Perrin — Genevan political figure tied to the struggle against Savoyard influence.

Alpine Bestiary

  • Tatzlwyrm — Signature Swiss Alpine monster.
  • Barbegazi — Snow-dwellers of glaciers and frozen valleys.
  • Alp — Nightmare predator of German-speaking Alpine settlements.
  • Frost Drake — Ice-breathing threat to mountain roads.
  • Perchten — Horned Alpine winter beings.
  • Frau Perchta — Powerful judge of winter custom.
  • Wild Hunt — Supernatural force that recognises no human frontier.
  • Linnorm — Rare ancient dragon of the deep mountains.
  • Dwarf — Living people of mines, guilds and mountain engineering networks.
  • Basilisk — Best used as a Basel-specific supernatural threat.
  • World Bestiary — Continue through the wider creature library.

Sources, Attribution and Licensing

Historical References

Artwork

Swiss Confederacy Alpine hero illustration, heraldic campaign emblem and 1454 campaign map: SpiralWorlds, 2026.

SRD 5.2.1 Attribution

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at D&D Beyond. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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